Farming Simulator 19 mods
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Beet Harvest Addon v1.0.2 FS19
Beet Harvest Addon v1.0.2 FS19 The goal of Beet Harvest Addon is to make sugar beet farming a lot more fun, challenging and rewarding! CHANGELOG: v1.0.2: – FIX: Pigs should now accept PigFood again – FIX: Buildings no longer disappears after reloading the game when “interactive zone markers” was off – FIX: FeedPellets should now properly be accepted as animal food (except on some MaizePlus maps) – FIX: Molasses IBC is now full (1000L) on purchase in the shop – FIX: Dumping BeetPulp, Sugar and FeedPellets on ground now works properly (on maps with enough available heightTypes) – FIX: Sellpoint for Premium Sugar no longer accepts all three products (now only sugar as intended) – MOD: Reduced the volume of the factory sounds to a more pleasant level Sugar beets is a phenomenal crop that can be processed into crystalized sugar. Not only does it provide us with that sweet sugar we can use in so many ways (sweetening, flavoring, fermenting, conservation etc), the process of refining beets into sugar also yields biowaste in the form of beet pulp and molasses. What’s great about these organic bi-products is that they make a super efficient natural animal feed for both dairy/beef cattle, sheep, horses and pigs. A very tasteful fodder that is both nutrient rich and easy to digest, and the animals love it! And if that wasn’t enough, the beet pulp can be turned into biogas at the BGA, and molasses can be used for pressing hay/straw pellets or fermented into biodiesel. And as “icing on the cake”, the bi-product of turning beet pulp into biogas is liquid organic fertilizer that you can use to improve the next harvest of “the white gold”. This mod is all about growing sugar beets, especially “The Campaign” (the harvest and processing period), and all the additional possibilities that opens up with the new products added to the game. Instead of simply selling raw unprocessed sugar beets as before, you now get multiple possible revenue streams. You can choose to further refine some of the bi-products or sell them as they are, and for every additional step you invest time in you get increased income in return. You can mix and match this between the harvest seasons or choose to match the current progress/needs of your farm. Or maybe you prefer to use the otherwise slow winter days to refine your products, that’s a great way to get the most out of your time. All the details of the mod is based on real-life data and should serve a purpose both as educational and entertaining. FEATURES: – Adds a new ecosystem around sugar beet farming with new products and multiple uses for each product – Introduces four new materials (sugar, beet pulp, feed pellets and molasses) – Provides a sugar factory (refines sugar beets into sugar, beet pulp and molasses) and a pelletizer (presses pulp and molasses into feed pellets) – Has three custom sell points where you can sell the produce att full price – Automatically adds Sugar, Feed Pellets and Molasses as accepted products on certain sell stations (i.e. should be at least one sell point on each map accepting these products) – Automatically adds Beet Pulp as input to any BGA (can be disabled if desired) – Adds SupaFeed Pellets and Beet Pulp as animal feed for Cows, Pigs, Sheeps and Horses (with Feed Pellets having the highest production value) – User settings to individually control certain aspects of the mod (see images for details) – Optional colorful icons (recommended together with GlobalCompany Addon Icons) – Compatible with Seasons, MaizePlus, MaizePlus Forage Extension and StrawHarvest Addon PRICES (€/$/£): – Sugar Factory: 28,000 – Pellet Press: 6,000 – Sell points: 1 IMPORTANT NOTE: This mod adds new heightTypes (materials that can be dumped on the ground) and because of limitations in the game this might not work properly on some maps (especially older). If you are unable to dump BeetPulp etc to the ground check the log for the warning “Too many height types”, if so this feature is disabled (however it won’t affect the overall functionality of the mod, you just can’t dump some materials to the ground). It is not recommended to remove any mod that add heightTypes (like Seasons, MaizePlus etc) from an existing savegame. For more information see images and the Facebook page “WZL Modding”. Required Mods: – GlobalCompany (By: LS-Modcompany / kevink98, aPuehri, Eribus) Credits:w33zl Tags: BGACHANGELOGFEATURESRequired Mods
Restraint cage FS19
A new containment cage to transport animals little by little. Characteristics : - Price: 4.520 € - Capacity: 1 cow, 2 sheep, 1 pig and 12 chickens
Color Configuration v1.0 FS19
Color Configuration v1.0 FS19 A code including lots of different colors (+150) to incorporate into your mods. Credits:girish08 Tags: Color Configurationmods
Flatbed EAV v1.0 FS19
Flatbed EAV v1.0 FS19 This is a flatbed for fs19 and has my youtube logo EthanAVideos logo on it hope you all like it Requirements 1. download 2. drag to your mod folder 3. open game and have fun Credits:EthanAVideos EAV's YT link https://www.youtube.com/channel/UCxwOVzoN26eRRwXQj5DiqrA
Case IH LB434R Working lighting FS19
Case IH LB434R Working lighting FS19 Case IH LB434R for Farming Simulator 19. Press camera capacity, L: 4000. Power, hp: 160. Working speed, km/h: 20. Credits:modding Tags: Farming Simulator 19FS19
John Deere 2410 Three section cultivator FS19
John Deere 2410 Three section cultivator FS19 John Deere 2410 for Farming Simulator 19. Processing width, m.: 20. Power required, hp: 400. Working speed, km/h: 18. Credits:modding Tags: Farming Simulator 19FS19John Deere
MAN Garbage truck v0.1 FS19
MAN Garbage truck v0.1 FS19 MAN Garbage truck for FS19 The mod its not mine, I only convert from FS17. I fix some issues and add new animations. Avoid unnecessary comments if you don’t like the mod don’t use, there are many mods to do the same. The credits its for the authors. This mod its for work with the placeables made by TheSnake if you don´t use this placeables this mod don´t have any function for you. Credits:dammemax Tags: FS19modhubmods
Rescue Chopper v1.1 FS19
Rescue Chopper v1.1 FS19 A medical chopper placeable that cost 6000 with a daily upkeep of 8. Also can generate income. Easy mode 600 Medium mode 400 Hard mode 200 Credits:Adub Modding ABP Team
Moose forest village v1.0.0.0 Mod
Moose forest village v1.0.0.0 Mod Moose forest village forest map update. here is a little deer forest map with lots of felled area as well as spruce seedlings growing and lots of forest and a small village. the map does not work according to the season. but be sure to decompress this map, because if the map is compressed, it will not work properly and some buildings and forests may therefore look white. extract this map so that it is in the extracted folder folder fs19. the map works best when unpacked and placed in a folder called Public_Work_Company. Let us know if you have any problems with the map, you can also use the map freely and edit and publish your own versions if you wish. so be sure to go to my games mods folder and create a new folder named folder Public_Work_Company and then extract the map to that folder and start the game and everything should work.
Courseplay v6.03.00053 Mod
Courseplay v6.03.00053 Mod 6.03.00053 Many fixes Mode 6 re-enabled for Kuhn Discolander, fixes #7023 The fix for #6912 screwed this up. Instead of enabling all foldables for mode 6 and disabling sprayers/sowing machines, just enable tension belts, that should cover auto bale loader trailers. Working width setting by 0.1 increments fixes #5997 Working width can be set by 0.1 increments over 10 m when holding down the left Alt key. MapHotspot improvements moved setting to global settings simplified setting improved start/stop CP multiplayer code Fixes a click to switch bug. Where the player farm ID after entering a vehicle was not set correctly in SP. Check for exact fill nodes before using them (#7060) Fixes #7006 Reverse for AD courses #7026 (#7061) Trying to figure out where should the course be driven in reverse, based on the angle difference between two subsequent waypoints, similar to what AD does internally. Quite a fragile process, not really happy with it. Fix AD compatibility (#7066) Added explicit interface functions to stop/start the CP driver When stopping/starting just check if CP is driving, don’t worry about getIsAIActive() as that can be anything, especially when other mods setting it. Salford Plow: Removed ‘noReverse’ as it tourned out it can be pushed backwards in 90 and 180 degree turns very easy. Making the cotton harvesters work (#7077) Some of them won’t lower the cutter, for those, just lower manually before starting the CP driver. Mode 2 fix for trucks #7074 (#7078) check truck’s own fill level, not just trailer Action event rework created new ActionEventConfig.xml file. small pr improvements fixes MP bug, when autodrive starts a CP driver.
REAL LIFE NUMBERS V1.2.3.9
This mod has three main objectives: 1. To define a game environment mimicking real-life farming in a well-defined area. 2. To enable players to individualize the game using a simple editor. 3. To provide a game planning tool for the player who wants to do a pre-game setup. A detailed test has not been completed as this would take months. A few fixes here and there. Version 1.2.3.8 Adaptations to cooperate with realisticSeeder by Ifko. Adaptations to cooperate with MaizePlus by The-Alien-Paul and Modelleicher. Adaptations to work with extra animals (piglets, goats, ducks). Expansion of script for Cost Of Production estimates. Improved acceptance of pallets with undefined capacity. Updated user manual. Fixed issues with HOF Bergman fruittypes. New Forestry script allows scaling of the price of tree logs for 11 varieties of trees. The calculation of egg prices is now based on net volume of eggs instead of egg box volume. This is an intermediate release were another issue with cotton bales have been fixed. Economical forecasting features have been added for equipment cost and crop production cost. User manual has been updated. Version 1.2.3.5 This is an intermediate release, where the issue with cotton bales have been fixed. Other features in the process of being developed are also included, but although working, further development is undergoing. The user manual has not yet been updated in this intermediate release. Press lAlt-rh to get an overview of keyboard short-cuts. Version 1.2.3.0 Added snow contract for Seasons 1.1.0.0 compatibility. Version 1.2.2.0 Prediction of feed crop volume, number of bales and feed hectares reintroduced. Rescaling of bale volumes have been removed, allowing multiple bale sizes on a map. Vehicle running cost controllable by user. Animal upkeep controllable by user. Property maintenance controllable by user. A new day-by-day leasing option has been added to allow farmers to hire a contractor (helper + equipment) to do specific jobs, like harvesting root crop. Version 1.2.1.0 The approach to renting fields has changed. Now all renting contracts terminate by default on the first day of mid-winter. From the following day and onwards you can either renew the rent contract or rent other fields. The rent cost is now proportional to the duration of the rent contract. Bale volume now depends on the size parameters of the bale. A bug with plow and cultivation contracts has been fixed. Fertilizer contracts on fields which has already been fertilized may not be possible. The origin of this issue is unknown. Version 1.2.0.0 The mod has been updated to work with the Seasons mod by Realimus Modding. The models for animal breeding and growth as well as the model for crop growth have been removed so not to conflict with the improved the models implemented in Seasons. The script for adjusting service intervals have also been removed to avoid conflicts with same feature in the Seasons model. The present version is a preliminary version without predicting information (objective 3) for feed and bale needs. I hope to reintroduce this feature in a later version. The mod exists in different flavors, each representing real-life crop yield and price levels in a specific geographic area. Currently there are flavors for Germany, UK, and US Heartland. A manual (in English) is included within the zip file. It is unclear to what extent the Seasons mod will overwrite the game parameters defined in this mod. Please report back any signs of a possible conflict in this regard. Kaj-Aage Henneberg/ArmChairFarming
Ermo Diablo SPEV Pack v1.0.0.0
ERMO Diablo Spev SeriesErmo Diablo Spev 6/149 4MA- Price: 65.000 €- Power range: 350-400 HP- Working speed: 16 km/h- Working width: 3.50MErmo Diablo Spev 7/147 4MA- Price: 69.000 €- Power range: 400-500 HP- Working speed: 16 km/h- Working width: 4.50MErmo Diablo Spev 8/149 4MA- Price: 73.000 €- Power range: 500-600 HP- Working speed: 16 km/h- Working width: 5.50M
Swamp forest village
Swamp forest village. here is a small map here is a lot of felled area and a lot of forest and a small village where you can do excavator work on this map does not work with the seasons. but traffic works and be sure to decompress this map because if this map is compressed, it will not work properly and some buildings and forests may therefore look white. be sure to extract this map so that it is in the extracted folder folder fs19. the map works best when it is unpacked and placed in a folder called Public_Work_Company. Let us know if there are any problems with the map v2 coming later
New Holland CR series design choice FS19
New Holland CR series design choice FS19 New Holland CR for Farming Simulator 19. Power, hp: 271. Fuel tank, L.: 1300. Storage bunker capacity, L.: 11500. Credits:modding Tags: Farming Simulator 19FS19
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